Raids! All... two of them...
Read the official announcement here.
I figured someone would have posted this here by now, but despite pushing back the release of the important Patch 1.18 (which, among other things, will introduce raid content and the beginnings of the battle system revamp), Square Enix has finally announced two raid zones--one high level and one mid-level.
And at this point, I can't help but throw up my hands and ask "So what?" Patches 1.17a-c have been out for a while, but none were especially substantial on the content end, which is probably Final Fantasy XIV's most glaring fault right now. Ten months from Final Fantasy XIV's launch and the only endgame to speak of appears to be a small number of notorious monsters and one high-level dungeon raid.
At this point, I couldn't even mount of a proper defense even if I thought one was deserved. At this current pace, it's become clear to me that any substantial changes to Final Fantasy XIV are likely to be too little too late. Even under new, enthusiastic leadership in the form of Yoshi-P, the development team proves that they can't develop the type and volume of content necessary to compete with other MMORPGs on the market. Even should they manage to turn the game around with time into something brilliant, I sincerely doubt that it will ever recover to the point that it can compete with the other AAA titles in the genre on any meaningful level.
Unless Square Enix decides to throw us a curve ball and release a number of changes in rapid succession (not totally beyond them, I suppose, but Yoshi-P has been pretty honest about the production schedules no matter how disappointing they continually prove to be, so I'm not holding my breath), I think it's fair to say that Square Enix have failed.
I won't be playing.
Apologist to critic, I guess.
You're content to sit back and wait for them to make (admittedly necessary and beneficiary) changes to core game play because you barely play. You've said that you log in once in a blue moon to do some crafting here and there. Your opinion of what dictates an acceptable amount of content might be different if you were one of the guys sitting at level 50 on multiple jobs killing the same few NMs over and over.
Not that I mean to knock your play-style. It's definitely a lot healthier than that of the average person playing an MMORPG. But therein lies the problem: the average person playing MMORPGs plays a heck of a lot more than you. You may be content with sitting back and waiting for them to move beyond fixing the core mechanics (which, admittedly, is all necessary), but most people aren't. It's why people aren't lining up to play FFXIV even though it's subscription free.
Both are correct, unfortunately.
There was a period from about 2007-2009 that the development team for Final Fantasy XI really started making a lot of changes that the community had been demanding for a long time: additional nomad moogles in Selbina and Mhaura, reduced entry fees and times for end-game events such as Dynamis, introduction of features like Level Sync and Fields of Valor to assist in the low- and mid-level grind. After that, when they announced the increase in the level cap, they started taking it in another direction completely which was more directed toward casual gamers but revolved around tedium. I never stuck around long enough with Abyssea to decide if I really liked it or not.
And I suppose I'll concede that point. It's at least good that they're showing progress toward something positive rather than away from it. I'm just very concerned at this point that by the time Square Enix has made the game worthy of a monthly fee and PS3 release that they're already going to be behind in comparison to the other games coming out.
Who said anything about graphics?
I don't think you're quite realizing how much things are changing with the way that the MMORPG genre is headed right now. As far as things go, Square Enix is still clinging to some pretty archaic models. There's big potential that the game will be very dated very quickly, and I don't mean insofar as how it looks.
Away from the grind model, for one.
Most of the MMORPGs in development are becoming far more experimental in terms for their game play. Action elements are taking larger roles resulting in faster, more varied game play. The typical trinity of damage dealer, healer, and tank is quickly dissipating (although, as I understand it, FFXIV has done a better job keeping up with that) and it's hard to tell where that's going. Star Wars: The Old Republic is looking to bring in an unprecedented level of interactivity with an actual story by bringing in full voice acting throughout as well as conversations including your entire party and NPCs.
My concern is that FFXIV is spending too much time fixing things by going backwards (such as introducing what appears to be a very slow auto-attack mechanic) while other games are pushing the genre forward. They're playing it safe, which is understandable, but it could hurt them in the long run. About the only thing that Final Fantasy XIV does that other games typically don't is the ability to play multiple jobs on a single character, which is really the only innovative thing that Final Fantasy XI ever did. Hopefully the job system brings something more interesting to that mechanic, though.